dueling

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  • The Art of Wushu: The facts about autoguard

    by 
    Patrick Mackey
    Patrick Mackey
    09.25.2013

    The automatic blocking feature in Age of Wushu is treated as anathema by players. You guys have no idea how many people I have talked to about it who tell me, "I would never use something like that!" It seems that in general, people don't like the idea of something that takes decision-making out of their hands. However, autoguard isn't as bad as people think. In fact, it is an exceptional answer to poor latency and is completely controllable. The truth is, not many people understand it at all, and even fewer realize the benefits of the system.

  • The Art of Wushu: The limits of human reaction time

    by 
    Patrick Mackey
    Patrick Mackey
    09.11.2013

    We're finally back on track with the kung-fu lessons, and today we're going to talk about something very important: how being human limits what you can do in an Age of Wushu duel. Like a lot of skills relating to dueling and strategy, this is a fairly broad skill that can be applied to a lot of games. Reaction speed is one of the most difficult things to train in Age of Wushu, especially for old-timers like me. Reacting to things in a timely matter is a massive advantage; it lets you punish feints, interrupt sluggish normal attacks, and stun people out of dance-like moves. The trouble is, we're human, and humans are slow. This time, we're going to look at exactly what that means in hard technical terms.

  • The Summoner's Guidebook: Anything except solo top in League of Legends

    by 
    Patrick Mackey
    Patrick Mackey
    07.04.2013

    It's really no surprise that I'm not an amazing Summoner's Rift player. I feel like I perform decently as support, do fairly well as jungler and ADC, and play solo mid somewhat poorly. Aside from those roles, there's one I haven't talked about, and that's solo top. The solo top lane is the bruiser lane in League of Legends. It's most typical to see melee fighters and tanks there, and it tends to be a little more chaotic than the other lanes. I dislike playing solo top largely because it is the one lane where players are really encouraged to fight each other, and we all know that I prefer to farm peacefully and dislike being aggressive. However, for whatever reason, I have a lot of successes there. I'm nowhere near as good in top lane as in bottom lane (in either role), but it's a place I can go and not feel like dead weight.

  • The Art of Wushu: Offense is the best defense

    by 
    Patrick Mackey
    Patrick Mackey
    06.05.2013

    Previously in The Art of Wushu, we discussed the basic combat mechanics in Age of Wushu. If you have played the game for more than a week or so, you are likely familiar with most of it. A basic RPS mechanic is the simplest type of combat design, and many other games, especially those with "robust" melee combat, tend to have some RPS as the basis of its complexity. However, Age of Wushu focuses a lot on uneven risk and reward. It is not enough to simply have RPS elements. A combat design built around mixups should also have many different options between these mixups that create an inter-RPS. Let me explain broadly: Some rocks beat other rocks, but the other rocks provide better rewards when used against scissors. Some rocks might even provide benefits when used against paper! The series of mindgames interwoven into your attack choice are the focus for this week.

  • The Art of Wushu: Learning the basics of combat

    by 
    Patrick Mackey
    Patrick Mackey
    05.22.2013

    Many readers balked when I said Age of Wushu had the best combat in an MMO ever back when I did my first impressions piece. I admit, it was a bold claim. However, even after playing Guild Wars 2, TERA, and numerous other games with "deep MMO combat," I stand by what I said back then. Age of Wushu's PvP combat is the best in any MMO. If you're coming from a mostly MMO background, combat in Age of Wushu is a bit daunting at first. It's really nothing like combat in any other MMO. It has a bit slower pace than a typical action-MMO, but it is the first to really employ tempo control. Attacking recklessly is a patch to a quick defeat, forcing players to make tough tactical decisions. If you're like me and came to MMOs from a fighting game background, things readily click into place. Baiting common reactions and punishing them, punishing actions on reaction, and getting in the head of your opponent is better-rewarded than in any other MMO combat system. I don't want to badmouth games like GW2 that have great combat, so don't get me wrong; many other games have excellent combat. Age of Wushu's battle system is just even more fantastic. When I win a fight against an even-leveled opponent (or higher level, though that's rare) without taking an unblocked hit, I feel like a total beast.

  • EVE's February 12th patch adding dueling mechanic

    by 
    Jef Reahard
    Jef Reahard
    01.17.2013

    Consensual dueling may not be the kind of battle that springs to mind when discussing EVE Online's harden-the-funk-up PvP ethos, but CCP is nonetheless adding the feature as part of its Retribution 1.1 patch. The company calls it a "much requested" feature and says that while it's possible to duel now with a "slightly awkward method of can-flipping," the new mechanic will streamline the process. The update is scheduled for February 12th, and you can read the fine print at the official EVE Online website. In other New Eden news, CCP has officially stated that "loitering in completed incursion sites with the intent of preventing further continuation of the incursion is now considered an exploit."

  • Latest Diablo 3 patch offers dueling without all the pain

    by 
    Jessica Conditt
    Jessica Conditt
    01.14.2013

    Blizzard is hard at work on patch 1.0.7 for Diablo 3 and revealed a preview of the changes it will include, the most notable of which is a dueling feature. In December Blizzard said it would work on a dueling system, though there was no word on how it would work. Today's preview solves some of that mystery: Dueling will be a safe environment for players to kick the crud out of each other, devoid of "the potential for griefing as it existed in Diablo 2," Blizzard writes.Players who wish to duel must speak with Nek the Brawler at the inn in New Tristram, who will transport the party to the Scorched Chapel, a new area designed specifically for dueling. Scorched Chapel has four areas, the church, graveyard, river and lake, and supports up to four players in free-for-all battles. Dueling doesn't offer any rewards aside from bragging rights, and death in the dueling area isn't permanent, even for Hardcore players.Other updates in patch 1.0.7 include class updates, crafting additions, monster power and affix changes, and quality of life improvements. Check out the entire preview list here.

  • Diablo III lays out the welcome mat for patch 1.0.7 testing

    by 
    Justin Olivetti
    Justin Olivetti
    01.14.2013

    You know that good feeling from an all-around patch that fills gaps, patches up broken supports, and leaves you with a stronger structure? Prepare to feel that when Diablo III's 1.0.7 comes to town. Currently the patch is in testing, although Blizzard has posted the contents of this "kitchen sink" update. One of Patch 1.0.7's chief features is the addition of a dueling zone to the game. This anything-goes, just-for-fun area is called the Scorched Chapel, and it's there that groups of two to four people can hang out and go all fight club on each other. While dueling has neither score nor rewards, the studio figures people might want to do it just for the fun factor. Other improvements coming with 1.0.7 include tweaks to Wizards and Monks, more crafting recipes, an increase to the amount of XP that the monster power system produces in Inferno mode, and an end to the increasing resurrection timer for consecutive deaths.

  • Blizzard scraps Diablo III PvP mode, starts over

    by 
    Justin Olivetti
    Justin Olivetti
    12.27.2012

    You want the bad news first? Here it is: Blizzard has decided that the long-in-production Team Deathmatch mode for PvP in Diablo III isn't living up to its standards and has scrapped the entire system. Lead Designer Jay Wilson wrote a dev diary in which he explained the concept of PvP in Diablo III and why Team Deathmatch wasn't working. He said that arena combat put too much of a focus on class balance that the team doesn't want, that there wasn't enough incentive to fight more than a couple matches, and that feedback from players was mixed. You still waiting for the good news? Here you go: Wilson said that the team is implementing dueling in the new year and has started work on a completely new form of PvP for the game. This new mode will focus more on objectives and "possibly even integrate PvE elements and rewards."

  • Aika Online adds dueling and offers special holiday events

    by 
    MJ Guthrie
    MJ Guthrie
    11.23.2012

    While folks were enjoying the family, friends, and food of Thanksgiving, gPotato was launching a new update in Aika Online. Now, on top of the tower assaults, castle sieges, and general waging war, players can battle each other 1v1 in the fantasy game's new dueling system. Wondering what gear your opponents -- or allies -- are using? Check out the new player inspection tool. Other features added include auto-follow, auto-move, and color-coordinated quest markers. Besides the new features, Aika Online is also hosting a series of special events in-game. From now through November 28th, mobs will drop special boxes full of goodies and PvP kills will grant double the honor. Players can also get a complimentary item each day until December 14th just for logging in. To top all that off, experience is tripled until November 26th. So jump on in, grab your free stuff, and soak up the XP while trying out the new features. And don't forget to check out the Black Friday deals for more special Aika Online bonuses this weekend! [Source: gPotato press release]

  • KingsIsle discusses Wizard101, pet upgrades, PvP, and pirates

    by 
    Beau Hindman
    Beau Hindman
    08.02.2012

    If you've found yourself going crazy over raising pets in the hugely successful Wizard101, worry no longer! We called up Fred Howard, KingsIsle VP of Marketing, to discuss some of the upcoming changes en route to one of the most popular activities in Wizard101. These pet changes are underway thanks in large part to a very passionate, informed community of players who have been asking for specific tweaks for quite a while. Pets aren't just for looks in Wizard101; they can level, aid in combat, and be hatched from eggs. There's even a fan-made Petnome Project to break down each pet and its abilities. We also virtually twisted Fred's arm and got a few comments about Pirate101, KingsIsle's next MMO. Fans of PvP will also be pleased at what he had to say. Just click past the cut and we'll break it down for you.

  • Encrypted Text: The 4 unspoken laws of rogue duels

    by 
    Chase Christian
    Chase Christian
    07.04.2012

    Every week, WoW Insider brings you Encrypted Text for assassination, combat and subtlety rogues. Chase Christian will be your guide to the world of shadows every Wednesday. Feel free to email me with any questions or article suggestions you'd like to see covered here. I used to read a rogue blog called World of Ming, where a rogue named Ming would explore our class' capabilities in the world of high-end PvP. My favorite posts were his deep-dives into dueling. Ming had the belief that the rogue class should be able to defeat any other class in a series of duels. If you wanted to fight Ming, you just needed to log onto the PTR servers to find him dueling outside of a major city. Blizzard has often claimed that WoW simply isn't balanced around 1v1 combat. In fact, even the 2v2 Arenas are considered to be a lower tier of competition -- complete with lower compensation. The 3v3 and 5v5 Arenas are heralded as the truly balanced PvP platforms. In spite of Blizzard's disclaimer, the fact is that many people consider duels to be the ultimate form of PvP. The rogue-vs.-rogue duel has long been held as the truest test of skill between two brothers of the shadows. If you ever plan to engage in a rogue duel, you need to know about the sacred code of dueling conduct that every rogue should follow.

  • Insert Coin: Clang, a motion-controlled swordfighting game by no less than Neal Stephenson (video)

    by 
    Jon Fingas
    Jon Fingas
    06.10.2012

    In Insert Coin, we look at an exciting new tech project that requires funding before it can hit production. If you'd like to pitch a project, please send us a tip with "Insert Coin" as the subject line. We won't lie: this might be the ultimate Insert Coin. It's not often that you get the author of Snow Crash and Cryptonomicon asking for Kickstarter funding, after all. Neal Stephenson and Subutai Corporation are tired of swordfighting in video games being reduced to abstract button presses, and they want to produce both a video game and a control system that will replicate what it's really like to fight steel-to-steel, complete with pommel hits, blocks and distinct techniques. The initial game, Clang, will focus on two-handed longsword dueling with an "off-the-shelf" controller to get out the door quickly. In the long run, however, the plan is to work on custom controllers, and the project will involve an open framework known as MASE (Martial Arts System Embodiments) that will let anyone build their own fighting game. You could create a realistic Wushu simulator... or an extremely detailed Teenage Mutant Ninja Turtles beat-em-up. Any pledge will help the cause, but if you'd like a credit in the game or an actual copy, you'll want to spend a respective $10 or $25. The rewards escalate quickly after that: $50 and $75 pledges first give downloadable concept art and later a digital fighting manual, while $100, $150 and $250 donations will add a very real t-shirt, a hard copy of the manual, a signed poster with a patch and eventually a signed poster. Are you a high roller? Spending $500 or $1,000 adds a signed manual as well as either the first book or whole collection of the related The Mongoliad trilogy, plus (at the higher tier) invitations to Subutai parties in Seattle. Pledges at $5,000 will supply the actual concept art; at the peak $10,000, you'll get a real longsword, lunch with Subutai and a tour of the offices. If you're game in the literal sense of the word, you'll have until mid-day on July 9th to help Neal reach the lofty $500,000 funding target.

  • Some Assembly Required: Diving into details of Origins of Malu with an exclusive interview

    by 
    MJ Guthrie
    MJ Guthrie
    09.16.2011

    "This will be the world's best game ever ever ever!" -Michael Dunham. You tell 'em! Honestly, we have heard it before: MMORPG feature lists that promise what our sandbox-loving hearts desire. Try as we might, we cannot escape those sneaky tendrils of hope that find the chinks in our +10 jaded armor of cynicism as we read about the return of a true virtual where actions have consequences, personal choices dictate gameplay, and individuality is a matter of principle. Sadly, time and time again those hopes are dashed by titles that either cannot deliver on their promises or never even survive until launch. The same is true for the developers at Burning Dog Media; they too have ridden the roller coaster of sandbox dreams and harbored in their hearts a vision of their ultimate game if only they had the wherewithal to produce it. The difference between them and us is... they do! Welcome to issue #6 of Some Assembly Required -- an exclusive interview with Michael Dunham and Dave Cruikshank -- Lead Developer and Art Director of Burning Dog Media, respectively -- who are in the midst of developing the new sci-fi/fantasy MMORPG Origins of Malu. Originally called just Origins (the change was to help avoid confusion with other projects that were cropping up with similar titles), this game previously teased sandbox aficionados with a glimpse at some hope-stirring features. Today, we have the privilege of expounding on "coming soon" and revealing more features that not only are planned but are for the most part implemented. So why should we check out Origins of Malu? And what tantalizing tidbits of sandboxy goodness can we expect? Grab onto that hope and dive past the cut -- if you dare -- to see what Michael and Dave have to share.%Gallery-134056%

  • Wasteland Diaries: A year? Already?

    by 
    Edward Marshall
    Edward Marshall
    09.24.2010

    Has it been a year already? I guess it has been. Fallen Earth launched on September 22nd, the same day as Aion. But by launch day I was already working my way to Sector 3. I pre-ordered and got to start playing on the 9th. My performance at work suffered that first week as I tried to keep up with the power-levelers. Ultimately, I couldn't. But on launch day I was nearly level 30 and still, to this day, I couldn't tell you why I was rushing. I made it to the level cap of 45 a couple of weeks after the official launch. My next three trips through the wastes would be more slow-paced and lackadaisical. While Fallen Earth is still the same game, it has changed drastically since launch day. Drastic change can be good or bad, but in FE's case, it's all good. The game has gotten nothing but better. Sure, the developers have added some mediocre content, but overall the game has been improving by leaps and bounds. And there seems to be no end in sight for these improvements. Let's take a look back at Fallen Earth's transformation from buggy, beta-like MMO to a first-rate gaming experience. After the cut, I'll break it down by patches.

  • Wasteland Diaries: PvP for dummies

    by 
    Edward Marshall
    Edward Marshall
    09.17.2010

    PvP in Fallen Earth is different. It's not much like an MMORPG, and it's not much like an FPS (first-person shooter, for the uninitiated). It's a hybrid, and it can take some getting used to. But isn't that what PvE is for? To train us to PvP? I would like to think that, but many players of MMOs refuse to ever fight their fellow players. Considering I get most of my combat joy out of fighting other players, I find this online conscientious objector mentality beyond my ability to understand. But there are also those who will always PvP, and then there are the undecided. If you're wondering whether or not to try out some Fallen Earth PvP action, this article is for you. I have never understood why, in a game that has such paltry death penalties, so few engage in PvP. The fine folks at Fallen Earth, LLC have even been nice enough to put kid gloves on us when we PvP in Blood Sports. There is literally no penalty whatsoever for dying in a Blood Sports match. You respawn fully buffed and ready to get some. My goal in this article is to convince some of the players who are undecided on PvP to try it out. I'll give you the low-down on what to expect, and at the end I'll give you some tips from the pros. So, without any further ado, let's move on.

  • Waging WAR: The taboo of cross-realming

    by 
    Greg Waller
    Greg Waller
    07.31.2010

    What happens when you take Warhammer Online: Age of Reckoning (which offers arguably the best PvP in any MMO currently available) and mix it with controversy, corruption, and a heaping helping of taboo? Well, for one, you get this week's topic for Waging WAR: cross-realming. Today's issue takes a look at the what, why, and how of it all. Recently, during a conversation with a guildmate, it was suggested that achieving renown rank 80 was a simple matter, requiring little time or effort. At the time, I was flabbergasted. There I sat, at RR74 (after having spent innumerable months getting there), listening to someone tell me that all my effort was somehow misplaced. It was no coincidence that we were also talking about what my guildmate referred to as "organized dueling." It is my unwavering belief that WAR is not balanced nor designed to be a system of careers and classes based on 1v1 (or similar) odds. Thus, dueling in WAR has always seemed to me to be an effort in futility, and every time the subject comes up in the realm's general chat, I've been outspoken against it. I believe the addition of a duel mechanism would be detrimental to the base concept of RvR, and would inevitably detract from the very essence of group-based, organized combat. Indeed, my vision of dueling in WAR would resemble some sort of fight-club held in one of the old, abandoned Fortresses far away from any keeps, warbands or sieges, as combatants from both realms enter a pit from which only one will emerge as the victor (the other emerging a few moments later, after shaking off the effects of resurrection sickness). "But Greg," you ask, "doesn't that sound more like cross-realming to you?" Indeed it does. Let's talk more after the break.

  • Fallen Earth adds dueling, fatigue, New Gallows

    by 
    Jef Reahard
    Jef Reahard
    04.19.2010

    Everyone's favorite apocalyptic wasteland got a little bit livelier with today's patch. Version 1.3.11 of Icarus' Fallen Earth brings several noteworthy additions to the residents of the Grand Canyon province, including a new dueling system, the first stage of the New Gallows conflict town revamp, and a new fatigue system. The update also brings a laundry list of tweaks and bug fixes, as well as the curious decision to reduce vehicle crafting XP by 50% and research book crafting XP by 80%. Massively also managed to snag the non-combat pet pictured above, but sadly the doggies have since been removed from the in-game vendors. We'll unravel the mystery of when and where you can expect to get your own post-apocalyptic pooch as soon as we confirm the details with Icarus. In the meantime, check out the update announcement and the patch notes, and don't forget about our previous coverage of the additions from the test server.

  • Forum post of the day: Dueling debate

    by 
    Amanda Dean
    Amanda Dean
    08.27.2008

    Like any other form of PvP, you either love dueling or you hate it. Dueling is a great way to learn how to maximize abilities and test combos and macros. There are very few established guidelines for how to appropriate ly duel. Borkovic of Caelestraz asked in the official forums if it is acceptable to heal in a duel. Fliara of Terenas stated that protocols vary depending on server and faction, and suggested that rules should be established beforehand. The first response, by Mlcho of Kirin Tor who takes an "all's fair in love and Warcraft" approach, was met with considerable agreement throughout the thread: Use everything in your power to produce a win. Who cares if you use a pot? Who cares if you bandage? If they whine, it's because they weren't prepared.

  • Dueling as a group or raid

    by 
    Mike Schramm
    Mike Schramm
    05.01.2008

    Here's an interesting idea from Shaela over on the EU forums: group duels. Right now, duels aren't a huge part of the game for anyone but lowbies and immature folks looking to pick a fight -- they're very rarely done right, and there's no reward except for a zone-wide shoutout given in the event they're won. But the system could probably use an update, and group or guild duels are a great idea -- all that guild drama could be worked out ingame as whole raids or guilds could clash against each other.Slorkuz weasels his way out of a real answer by saying that this is already possible in game: places like the Gurubashi Arena do let whole groups of people fight each other however they like. He also says that Blizzard has no plans to add any features like this, but he's slightly wrong -- we did get told at Blizzcon that they were going to do more along the lines of Guild vs. Guild combat, if only in the existing BGs. This idea, along with guild housing, is still in the works somewhere, at least.Of course, with any player interaction feature like this, there is always the opportunity for exploitation -- some players have probably refused enough duel invites in their day without having to worry about any more, and whenever you have someone "speaking" (as in, accepting or rejecting a duel) for a group in terms of PvP, you can run into trouble. But for those who really would like to know whether their guild could beat another guild, or just which raid is better than another one, a feature like this would definitely be welcomed.